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Getting an armor on top of another armor?


bethnoob

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Ok so basically, I got this Prometheus Cape , I'm trying to make it standalone. I managed to make it a non - replacer, but it replaces the amulet slot. :confused: If I make it to the Chest slot on SkyEdit, it will replace my clothes instead! So what I'm trying to figure out is , how to get an armor (not exactly an armor though, a cape) on top of another armor? Simply put, a new whole add-on, not just replacing slots.

 

I have a little to none knowledge about SkyEdit and things.. but I can learn stuffs.

 

You guys get what I meant? I'm trying to improve my english :biggrin:

Edited by bethnoob
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AFAIK, not until the CK, so we can see if it's possible to add another "Slot" into the game ... ATM the Armor is all one piece (one slot) so you'd have to add the Cape to every single armor/clothing in game and have it as a separate item (i.e. caped leather armor, caped steel armor, caped iron armor, caped ebony armor and so on)
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I know two possible ways - one would require the CK and the other would require 1-2 years of programming with script dragon.

 

First way, as mentioned above, is to add armor slots with the CK.

 

The other way is very complex, but has a similar thing in Oblivion's UOP. What it is is to create a script dragon/SKSE plugin that will run a code to cause bones in the meshes to align and create a makeshift item on the fly. This has a very huge potential as it would be possible to CUSTOMIZE your equipment with belts, harnesses, coats, capes, backpacks - literally anything in game and mush them together into one outfit then take off piece by piece whenever and not affect the core processes of armor slots and limit incompatibilities.

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I have played a bit with Skyedit and inventory slots.

I have managed to assign an armor to the skin slot, armor is visible but then you put on another armor it hides the first, however both are equipped and the first become visible again then you take the top off.

I also managed to assign a hood to face and a slot named 0x80000000, this made it work like an hood but left Khajiit ears visible, you could put an normal hood on top hiding the first.

 

You also has other slots like animal skin who hides the Khajiit tail, some who hide top of boots and gloves, and weird thing like dragon body parts.

However as you can not have overlapping meshes make me believe that the slots Skyedit show are designed to hide extra body parts, stop you from wearing circlets and helmets and similar.

 

Some other function, either an secondary slot variable or simply the skeleton of the mesh is also important. The good news is that the inventory slot in Skyedit is bits in a 32 bit integer who would give plenty of slots even if many are reserved.

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